Users browsing this thread: 1 Guest(s)
Can I Self-Translate a PS2 Game?
#1
Question 
Hi. I'm not sure how to do much with PS2 games and such, but I'm willing to go through the script of this one game I adore and have my Japanese friend help me translate it. Is there any way I can modify the script of the game or modify the language file, if there is one? In one of the directories directly on the disc, there seems to be signs of a scrapped language select screen and one of the languages are English. I'm not totally sure if I'm allowed to post this stuff here, but I am genuinely willing to translate the whole game with help and if anyone knows how I could do this I would really appreciate it. Thank you! Oh, and the game in question is Vib-Ripple.

Another thing that I think is worth mentioning is that on the disc there are several files I believe might be somewhat involved in the language of the game. Here's the files that I'm talking about;

R:\NETGUI\NTCNFBIN\MESSAGE.TXT
R:\NETGUI\NTCNFBIN\JAPANESE.PF
R:\NETGUI\NTCNFBIN\JIS2UCS.BIN
R:\NETGUI\NTCNFBIN\UCS2JIS.BIN

Update: I've noticed that in R:\NETGUI\NET.GUI, there is a call for something referred to as "pMsgList_english". Anyone have any clue what that could be?

Another update: The file seems to call for the file many times..

A few more english related calls in NET.GUI;
english.c
MSGID_MENU_ENGLISH

a few more calls of interest in the file mentioned:
set_language
Language:24,32,8;Spdif:24,40,8;SummerTime:24,48,8;TimeNotation:24,56,8;;
set_language:1,704,32;cb_sound_init:528,736,32;cb_sound_destroy:529,768,32;cb_sound_everyframe:530,800,32;cb_sound_play_launch:531,832,32;cb_sound_play_slide:532,864,32;cb_sound_play_gosub:533,896,32;cb_sound_play_retsub:534,928,32;cb_sound_play_push_btn:535,960,32;cb_sound_play_focus_btn:536,992,32;cb_sound_play_msgbox_open_normal:537,1024,32;cb_sound_play_msgbox_close_normal:538,1056,32;\ cb_sound_play_msgbox_open_wait:539,1088,32;cb_sound_play_msgbox_close_wait:540,1120,32;

More:

sceScfGetLanguage

DW_AT_high_pc:18,DW_AT_language:19,DW_AT_member:20,DW_AT_discr:21,

dwarf_source_language:T55=eDW_LANG_C89:1,DW_LANG_C:2,DW_LANG_Ada83:3,DW_LANG_C_plus_plus:4,DW_LANG_Cobol74:5,DW_LANG_Cobol85:6,DW_LANG_Fortran77:7,DW_LANG_Fortran90:8,DW_LANG_Pascal83:9,DW_LANG_Modula2:10,DW_LANG_Java:11,DW_LANG_Mips_Assembler:32769,; dwarf_macinfo_record_type:T56=eDW_MACINFO_define:1,DW_MACINFO_undef:2,DW_MACINFO_start_file:3,DW_MACINFO_end_file:4,DW_MACINFO_vendor_ext:255,; frame_state:T57=s1144cfa:19,0,32;eh_ptr:19,32,32;

sceScfGetLanguage (called twice)

More:
scePFontGetWidth Spanish_keyMap_tilde
Font_SetLocate_f Dutch_keyMap_dedilla
pMsgList_english stAddCallback
UK_keyMap_dedilla
Italian_keyMap_circumflex
image_resize_rotate_interp Italian_keyMap_diaeresis
SoftKBCallback_Set Fep_Exit Portuguese_keyMap_grave Rpc_GetHWAddr
French_keyMap_acute
GuiSoftKB_SendToTop _print French_keyMap_diaeresis
fwGsFlipBuf French_keyMap_circumflex FepTreatSkb
Font_SetClipOn stTlabelArrayRemoveAt Italian_keyMap_dedilla Opening_Init

yet more:

_vfiprintf_r Portuguese_keyMap_tilde Fep_ConvStrings
InitKeyboad pushEnter German_keyMap_dedilla sceDmaSendI
cbConnectTest_Idle_01 CANADAFR_keyMap_grave stllGif__MakeGifPacketHeader_IMAGE sceHiRegistTable
sceCdMmode German_keyMap_circumflex g_spTitleSrc sceNtgui2_Do VSync IdleEnd
Spanish_keyMap_acute sceSifLoadIopHeap
Spanish_keyMap_circumflex inhibitSubUCS4
Italian_keyMap_tilde scePadSetActAlign
cbDevFileEdit_Start UK_keyMap_grave GuiCreateMenuButton _getBufSize dataset
SoundCallback_Play_MsgboxClose_Wait _strtol_r UK_keyMap_circumflex _BeginningOfLine
main Portuguese_keyMap_dedilla stYasSimpleLine___DefaultCursorPattern
GuiCreateLabel French_keyMap_dedilla getToCaretPos
sceUsbKbCnvRawCode German_keyMap_grave stList__AddItems sceMcRead calcPacketSpace Rpc_WaitEvent_Start
kigo_bin CANADAFR_keyMap_dedilla FlushCache g_uvTitleSrc
Reply
Thanked by:
#2
Unfortunately NETGUI in itself likely has nothing to do with the game itself and can be treated as compiler residue at best. You can find the same file(s) in multiple PS2 games and a worst-case-scenario is that you have a bad dump. Did you rip the disc yourself or get an ISO from somewhere?

However, regarding your core question: yes! You can translate the game. In fact, you can translate any game (PS2 or not!) - all you need to do is unpack the files, edit them, and re-pack them. Tools exist for file extraction/insertion and the process is somewhat straightforward in most cases.

Can you post the full disc file/folder structure/tree? I would like to see all of the files/filenames/folders/whatever
[Image: XezHFxV.gif]
Once there was a way to get back homeward
Reply
Thanked by: Suukisan
#3
(11-05-2019, 03:30 AM)Raccoon Sam Wrote: Unfortunately NETGUI in itself likely has nothing to do with the game itself and can be treated as compiler residue at best. You can find the same file(s) in multiple PS2 games and a worst-case-scenario is that you have a bad dump. Did you rip the disc yourself or get an ISO from somewhere?

However, regarding your core question: yes! You can translate the game. In fact, you can translate any game (PS2 or not!) - all you need to do is unpack the files, edit them, and re-pack them. Tools exist for file extraction/insertion and the process is somewhat straightforward in most cases.

Can you post the full disc file/folder structure/tree? I would like to see all of the files/filenames/folders/whatever
Thank you so much for replying! Can you possibly point me in the direction of such unpacking tools? I've had no luck at all while trying to find tools on my own. Also, I got the ISO from another friend of mine. The dump seems to be completely playable, so I assume it isn't a bad dump.

And since I don't know if it's like illegal or anything, I was very hesitant to attach the disc folder and stuff but I'll gladly private message you it!

Again, thank you so much for replying!!
Reply
Thanked by:


Forum Jump: